Closed nikvoid closed 1 year ago
Heya, I modified the font by extracting the font psbs from font_body
and font_info
using FreeMote. Then I used FreeMote to decompile the individual fonts, the font itself is a bitmap is a texture and I fixed the cutoff letters in photoshop but it doesn't look the the cyrillic letters are cut off at all in the texture.
I'm not at all familiar with the cyrillic alphabet/symbols, but it looks like the spacing with letters is pretty bad. If you open textfont##.psb.json
that was made by FreeMote you can edit the values for placement and the location of the letter on the texture.
As an example this is what "Λ" will look like in textfont52.json
I'm not sure what a
b
d
h
and id
are for, but x
and y
are coordinates for where a character is on the texture and width
and height
are what portion of the texture is going to be displayed in game as the specified character. w
is the space the character will take up between other characters so if you lower that number the letters will get closer together.
Also I'm glad to see that someone made use of my debugger
Thanks you for making it. It's been pretty useful so far, but I'm probably only scratching the surface on what it can be used for.
You could also see my fork of Squirrel Decompiler, if you haven't done so already.
Yeah I used NutCracker to decomp the Squirrel scripts in script_body
that I needed to make edits to.
Thanks, I'll try that with cyrillic letters later.
I'm not sure what
a
b
d
h
for
Probably ascender, baseline, descender, and height of rendered letter
Thanks you for making it. It's been pretty useful so far, but I'm probably only scratching the surface on what it can be used for.
I originally planned to use it to play with fonts and script format, but it was too fun and I've eventually forgotten that plans... The most recent feature is that you can add decompiled scripts as sources and examine step-by-step execution with a view into the code.
Also I tried to recompile scripts back and so I have following results, if you're interested: Script recompilation state
state | module | note | note |
---|---|---|---|
ok | action | ||
ok | application | ||
ok | baselayer | ||
ok | basepicture | ||
ok | basiclayer | ||
ok | basicpicture | ||
ok | basicrender | ||
ok | basictext | ||
ok | confirmdialog | ||
ok | debug | might need fixes | |
ok | dmmauth | DRM check located here | |
ok | doublepicture | ||
ok | envenv | ||
bad | envplayer | cannot load game | window stuck |
ok | envsystem | ||
bad | exception | cannot skip intro?(no) | game crash right after it |
ok | fontinfo | ||
ok | gestureinfo | ||
ok | include | ||
ok | init | ||
bad | main | black screen | |
ok | minigame | ||
ok | motionpanel | ||
ok | override | ||
? | savesystem | script certainly broken in error-handling section | intro video skipped |
ok | selectdialog | ||
ok | sound | ||
ok | spec | ||
ok | spec_ps3 | ||
ok | spec_ps4 | ||
ok | spec_psp | ||
ok | spec_vita | ||
ok | spec_win | ||
ok | spec_x360 | ||
ok | startup | ||
ok | system | ||
ok | text | ||
ok | title | ||
ok | tus | ||
bad | util | no ingame art and sprites including galleries and thumbs | |
ok | world |
One more thing I did related to the font was I modified motion/main.psb to call a smaller font and change the line spacing, same with motion/backlog.psb. I uploaded the json for main.psb to the repo if you want to see the the changes I made to it.
Also I tried to recompile scripts back
I'm wondering why your recompiling them, because the scripts -that decomp properly- that I've ran trough NutCracker still work in the game. Or at least the scripts I've needed to modify work.
bad | main | black screen
Strange you're getting a black screen with main. The decompiled one I'm using doesn't have that issue, I'm using main to relocate some functions from override (like exit game, I don't get why the text for the dialogue box for it is in override) so I can make changes to them if needed.
ok | debug | might need fixes
One thing strange about debug is it's the same script from another KAW game I worked on, Plastic Memories, and the debug menu for it works just fine but for Konosuba it's broken. Edit: I just noticed your comment on the other issue.
I'm wondering why your recompiling them, because the scripts -that decomp properly- that I've ran trough NutCracker still work in the game. Or at least the scripts I've needed to modify work.
Isn't it cool to be able to compile entire game scripts from source (well, leaving native functions aside)? Also I wanted to find faulty parts of decompilation (it still has problems though, probably with switch stmts and endless loops).
Strange you're getting a black screen with main. The decompiled one I'm using doesn't have that issue,
That's interesting, cause when I look on recompiled main
through debugger, it shows literally nothing, like the game fails to find entry point. I wonder if this behaviour related to source code paths, need to check on this later.
https://github.com/ErisOrder/konosuba-yokubukai
Just opened repo with my experiments from half of year ago. Maybe that hand-made build system will help you.
Hello, could you please share how you modified the game font? I'm very interested in this cause cyrillic symbols are just fucked. Also I'm glad to see that someone made use of my debugger) You could also see my fork of Squirrel Decompiler, if you haven't done so already.